#version 110

uniform sampler2D DiffuseSampler;
uniform sampler2D DepthSampler;

uniform vec2 InSize;

varying vec2 texCoord;
varying vec2 oneTexel;

void main()
{
    vec4 clr=texture2D(DiffuseSampler,texCoord);
    float depth = texture2D(DepthSampler,texCoord).z;
    float light = (clr.r +clr.g +clr.b)*clr.a;
    if(light < 2.0 || depth >= 0.9){
        clr = vec4(0.0, 0.0, 0.0, 1.0);
    }
        gl_FragColor = clr*vec4(0.3,0.3,0.3,0.3);
}